Nergull, the Conjurer
Mar 31, 2014 6:06:50 GMT
Post by Sean on Mar 31, 2014 6:06:50 GMT
Nergull, the Conjurer
Portfolio: Flames, Summoning, Outer Planes, Runes
Symbol: red pentagram with inside a goat’s head.
Icon: a massive winged fiend with black carapace and a goat’s head that carries a trident OR a decrepit old man in black velvet robes with a red circular rune over his chest.
Alignment: CE
Favored Weapon: Heavy Flail
Monks: no
Worship: Broken Axe Orcs and other humanoid tribes. Common among demonologists, fire elementalists, chaos warriors and ravagers.
Domains: Fire, Chaos, Magic, Protection.
Enemies: Suriel, Anvarol
Allies: None
Ability: Clerics of Nergull rebuke outsiders instead of undead.
Nergull the Conjurer is an old and primeval god of a forgotten age. The Conjurer’s dogma is chaotic as his power. Nergull’s craves permanent access to the first material plane and lures powerful demonologists into summoning rituals. It seems the presence of fiends on the prime material planes directly enhances his own powers. The crude beliefs of his faith are particularly captivating for humanoid tribes. The Broken Axe Orcs represent the major centre of worship around Dol- Terias: a large temple stands in the accursed city of Narrazgul, deep in the Misty Peaks, close to the volcano Iremit. In Terias the worship of Nergull has been declared heretical activity. The church of Anvarol is known to enforce on Nergullites the same practice used on heretics. In Dol, for once, the Council of Four is not much more tolerant toward Nergullites but at least the Conjurer faith is not a crime against the city. The reason seems to be that the Broken Axe orcs are the main threat to Dol-Terias own survival.